Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(5 edits)

I'm not sure how to format this, so sorry if this comes off as rant-like. (ichio's formatting kinda sucks too)


Off the top, what the game needs the most, and I'm not sure if this is just a glitch, but for many actions, there was no sound effect at all. It just makes the gameplay feel very strange. Besides that, as far as glitches go, the only other ones I had were on the status menu, the rogue had the same portrait as the cleric for some reason. During the manticore fight, it sorta got stuck in the middle of the field, and the animations kinda freaked out. The battle ui also displays behind the character sprites for some reason. For example, the knights halberd can obstruct the fighter's battle text box. Other than that, nothing game breaking. Which is good.


As far as everything else. The overall UI design is kind of needlessly complex. Theres a lot of detail, like the filigree on the side, which just strangely pillarboxes the screen, which is already windowed, and zoomed out. There's a lot of wasted space visually. 


I think the animations could be improved too. The ones for attacking are passable, but could be made better with more exaggerated easing. As if they were like winding up for an attack.

The spells and skills though, really need actual animations to convey what they're doing. I understand what it is, but it just doesn't present great.


As for the character designs, I think they're well enough, but the monsters could be improved. There's a good use of contrast for the characters, but enemies like the slime and skeleton are missing this aspect. If they were brought up to say, the level of the manticore design wise, I think that would be good. As is, they kinda just blend into the background. I think in general, using this monochromatic style, this is something you want to avoid.


I think the level up screen should convey more clearly what you're doing. Because I realized it after I did it, but if there was some sort of confirmation to do so, it would be less confusing.

Besides that, the actual strategy of the fights, i'm not sure. I haven't played darkest dungeons before but I have heard of how punishingly difficult it is. Comparable to something like xcom. Something like that doesn't necessarily appeal to me, but if it's along those lines i'm sure it will appeal to people that like those games.

Also, maybe I'm just dumb, but I didn't really understand the turn count system at all. I saw the numbers and stuff but didn't know what it all meant.

As for me, I prefer rpgs that do actually require strategy, unlike something like pokemon, or some of the mainline ff games.

I'd like something tuned more like how Shin Megami Tensei (3, 4, DDS) is, or for more examples, Etrian Odyssey, or FF4 3d.  

I do think this has potential, and hope it improves. 

Thank you for the feedback! Yes, we're going to do a UI overhaul after seeing many people play the game (and struggle with it)

The numbers on the turn order are the rows of the characters the enemy are targetting, it is not conveyed as well as it should and more serves as the proof of concept of knowing the enemy's "intent" in combat.

We are looking into giving the combat more depth in the future. We decided to cut a number of features and tone down the strength of the enemies to keep it simple and fast for playtesters, as the intent of this build is to stress test for game-breaking bugs and inherent design flaws.